Affective computing
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Treating Psychological and Physical Disorders with VR
IEEE Computer Graphics and Applications
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Future Play '07 Proceedings of the 2007 conference on Future Play
Making user engagement visible: a multimodal strategy for interactive media experience research
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Exploring emotions and multimodality in digitally augmented puppeteering
AVI '08 Proceedings of the working conference on Advanced visual interfaces
Sharing the magic circle with spatially inclusive games
ACM SIGGRAPH ASIA 2008 educators programme
Fundamentals of physiological computing
Interacting with Computers
Affective game engines: motivation and requirements
Proceedings of the 4th International Conference on Foundations of Digital Games
Intelligent Interface for Elderly Games
UAHCI '09 Proceedings of the 5th International on ConferenceUniversal Access in Human-Computer Interaction. Part II: Intelligent and Ubiquitous Interaction Environments
Game-Like Simulations for Online Adaptive Learning: A Case Study
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Towards gameplay analysis via gameplay metrics
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Analyzing user behavior via gameplay metrics
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
PRICAI'06 Proceedings of the 9th Pacific Rim international conference on Artificial intelligence
The Unconventional Interaction Library: Tackling the Use of Physiological Interaction Modalities
C5 '10 Proceedings of the 2010 Eighth International Conference on Creating, Connecting and Collaborating through Computing
Biofeedback game design: using direct and indirect physiological control to enhance game interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Brain and body interfaces: designing for meaningful interaction
CHI '11 Extended Abstracts on Human Factors in Computing Systems
A semantic generation framework for enabling adaptive game worlds
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
User-system-experience model for user centered design in computer games
AH'06 Proceedings of the 4th international conference on Adaptive Hypermedia and Adaptive Web-Based Systems
Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration
Proceedings of the 6th International Conference on Foundations of Digital Games
More than flow: revisiting the theory of four channels of flow
International Journal of Computer Games Technology
Construction of the biocybernetic loop: a case study
Proceedings of the 14th ACM international conference on Multimodal interaction
Capturing user engagement via psychophysiology: measures and mechanisms for biocybernetic adaptation
International Journal of Autonomous and Adaptive Communications Systems
A psychophysiological analysis of weak annoyances in human computer interfaces
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part I
International Journal of Ambient Computing and Intelligence
A framework for adaptive game presenters with emotions and social comments
International Journal of Computer Games Technology
Usability testing for serious games: making informed design decisions with user data
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
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In efforts to attract a wider audience, videogames are beginning to incorporate adaptive gameplay mechanics. Unlike the more traditional videogame, adaptive games can cater the gaming experience to the individual user and not just a particular group of users as with the former. Affective videogames, games that respond to the user's emotional state, may hold the key to creating such gameplay mechanics. In this paper we discus how the emotion frustration may be used in the design of adaptive videogames and the ongoing research into its detection and measurement.